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Journal articles on the topic 'Render time'

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1

Miner, Joshua D. "Biased Render." Screen Bodies 4, no. 1 (June 1, 2019): 48–71. http://dx.doi.org/10.3167/screen.2019.040105.

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This article explores the digitality of Indigenous bodies within contemporary 3D video games by mainstream and Indigenous developers. Its analysis relies on a critical examination of digital image synthesis via real-time graphics rendering, which algorithmically generates the visible world onscreen from 3D geometries by mapping textures, generating light and shadow, and simulating perceptual phenomena. At a time when physically based, unbiased rendering methods have made photorealistic styles and open-world structures common across AAA games in general, Indigenous game designers have instead employed simplified “low res” styles. Using bias as an interpretive model, this article unpacks how these designers critique mainstream rendering as a cultural-computational practice whose processes are encoded with cultural biases that frame the relation of player and screen body (avatar). The algorithmic production of digitally modeled bodies, as an essential but masked element of video games, offers a territory where Indigenous developers claim aesthetic presence in the medium.
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Behmanesh, Ali Asghar. "Reducing Render Time in Ray Tracing by Pixel Averaging." International Journal of Computer Graphics & Animation 2, no. 4 (October 31, 2012): 15–24. http://dx.doi.org/10.5121/ijcga.2012.2402.

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Ranjith, V., and N. Kumar. "1D Tight-Binding Models Render Quantum First Passage Time “Speakable”." International Journal of Theoretical Physics 54, no. 12 (December 2, 2014): 4204–13. http://dx.doi.org/10.1007/s10773-014-2385-1.

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Zhang, Yong Qiang, and Xu Chao. "Using Dynamic Multi-Resolution Render 3D Terrain." Advanced Materials Research 159 (December 2010): 420–23. http://dx.doi.org/10.4028/www.scientific.net/amr.159.420.

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The problem that the three-dimensional terrain data of Rendering was studied in Simulation and Game Engine .At first,a new real-time scheduling algorithm was put forward based on determining the simulation vision.in the visible area.the partition area was set up thought Level of Detail(LOD). Then setting up an adaptive node evaluation system was established based on distance and space error function. Through estimate plane of trangle render by layer,and adding the effort of rendering.
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Vasiou, Elena, Konstantin Shkurko, Ian Mallett, Erik Brunvand, and Cem Yuksel. "A detailed study of ray tracing performance: render time and energy cost." Visual Computer 34, no. 6-8 (April 30, 2018): 875–85. http://dx.doi.org/10.1007/s00371-018-1532-8.

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Bolivar-Baron, Holman, John Alexander Velandia, Jenny Natalia Torres, and Elena Gimenez de Ory. "An Architecture Approach for 3D Render Distribution using Mobile Devices in Real Time." International Journal of Interactive Multimedia and Artificial Intelligence 3, no. 3 (2015): 51. http://dx.doi.org/10.9781/ijimai.2015.337.

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Aryanto, Aryanto, Tengku Hisyam Muhammad Umar, and Doni Winarso. "Analisis Perbandingan Teknik 3D Rendering Cycles Dan Eevee Pada Software Blender." JURNAL FASILKOM 10, no. 1 (April 22, 2020): 11–19. http://dx.doi.org/10.37859/jf.v10i1.1902.

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Penelitian ini membahas tentang menganalisis perbandingan teknik rendering tiga dimensi antara render Cycles dengan render Eevee yang ada didalam perangkat lunak opensource Blender 3D. Hasil pengujiannya akan membantu setiap CG Artist atau pengguna aplikasi tiga dimensi dalam memilih render engine yang cocok untuk karya atau 3D Artwork yang mereka kerjakan. Teknik render yang dianalisis yaitu Cycles yang merupakan jenis render engine pre-rendered yang proses rendernya bisa menghabiskan waktu lama karena pemrosesannya yang rumit, kemudian Eevee merupakan real-time render yang proses render-nya sendiri tidak begitu membutuhkan waktu yang lama, karena prosesnya sendiri dilakukan secara realtime. Vertices dan Texture digunakan sebagai parameter pengukuran untuk pengujian kedua teknik rendering. Analisis perbandingan Cycles dan Eevee akan menghasilkan pengujian kecepatan render, ukuran file hasil render, dan kualitas gambar dari hasil render. Hasil dari penelitian ini mampu menyatakan bahwa Eevee mengungguli Cycles dalam dalam perbandingan kecepatan rendering, Cycles dan Eevee pada output hasil render tidak jauh berbeda ukuran file-nya, dan kualitas gambar dari render menyatakan Eevee lebih unggul dibandingkan Cycles.
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Hartawan, I. Nyoman Buda, and Ayu Manik Dirgayusari. "Analisis Rendering Video Animasi 3D Menggunakan Aplikasi Blender Berbasis Network Render." Jurnal RESISTOR (Rekayasa Sistem Komputer) 1, no. 1 (April 21, 2018): 25–33. http://dx.doi.org/10.31598/jurnalresistor.v1i1.223.

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Rendering is a process for generating a 2D or 3D image. The use of high computer specifications in the rendering process encourages the need for super computer provision. In this research is done rendering video 3D animation analysis using blender application based on network render. In this research used experimental research method, that is by giving variation of frame value to know execution time when done rendering process of 3D animation video. On each computer in the workstation is done Blender application configuration, as Master, Slave, and Client. The results show that 3D animation video rendering process has increased execution time along with increasing number of frames, but along with increasing number of Slave computer execution time of video rendering process of 3D animation has decreased.
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Brody, Yehuda, and Yaron Shav-Tal. "Visualizing transcription in real-time." Open Life Sciences 3, no. 1 (March 1, 2008): 11–18. http://dx.doi.org/10.2478/s11535-008-0001-1.

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AbstractThe transcriptional process is at the center of the gene expression pathway. In eukaryotes, the transcription of protein-coding genes into messenger RNAs is performed by RNA polymerase II. This enzyme is directed to bind at upstream gene sequences by the aid of transcription factors that assemble transcription-competent complexes. A series of biochemical and structural modifications render the polymerase transcriptionally active so that it can proceed from an initiation state into a functional elongating phase. Recent experimental efforts have attempted to visualize these processes as they take place on genes in living cells and to quantify the kinetics of in vivo transcription.
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Dickinson, Robert E. "[Comment on “Unknowns about climate variability render treaty targets premature”] Time to act is now." Eos, Transactions American Geophysical Union 78, no. 50 (1997): 584. http://dx.doi.org/10.1029/97eo00352.

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Andrade, Paulo, Esteban Clua, Thales Sabino, and Fabio Forti. "A Heuristic Approach to Render Ray Tracing Effects in Real Time for First-Person Games." Journal on Interactive Systems 5, no. 1 (July 9, 2014): 1. http://dx.doi.org/10.5753/jis.2014.640.

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Realistic computer graphics effects as mirror reflections, transparency, caustics and detailed shadows are hard to simulate using real time raster based rendering, since they require global illumination approaches. One option is ray trace these effects using a real-time hybrid renderer, where ray tracing and raster rendering are used together to generate the best visual experience. Unfortunately, the ray tracing stage of a hybrid renderer can be a very demanding stage, making it hard to maintain real time frame rates in virtual environments where many elements must be ray traced. This work present a heurist to select the best subset of elements to ray trace in real time, in a hybrid renderer, in order to improve the visual experience offered by an equivalent raster only render, and still maintain the real time experience. The selection process considers rendering time constraints, spatial information of the environment, previous elements selected for ray tracing and current information about the candidate elements.
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Freitas, Vasco Peixoto de, and Pedro Filipe Gonçalves. "Specification and time required for the application of a lime-based render inside historic buildings." Conservar Património 8 (2008): 67–72. http://dx.doi.org/10.14568/cp8_9.

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13

Agarwal, Bhuvan, Soumyajeet Bhattacharjee, Sima Kar, Madhurima Saha, Vijay Kumar, Sandip Mandal, and UEM Kolkata. "An API in JAVA Which Render Ease at Programming for Developers." American Journal of Electronics & Communication 1, no. 4 (June 7, 2021): 27–31. http://dx.doi.org/10.15864/ajec.1405.

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Abstract – Based on the concept of Application programming interface (API).This project comprises of a package named "algokit" which contains several algorithms based on the category of searching, sorting, dynamic programming, tree traversals and swapping. Keeping in mind that different algorithms from the same category have its own benefit in time and space complexity, This project covers almost all the algorithms known and available from each category. This would give the user several options to choose the right algorithm for its code.An user just requires to import the package named AlgoKit and call the functions inside it for a smooth programming experience. One of the prime objectives of this project is to build a kit that serves the purpose of reducing the number of lines of code and also reduce the time taken to run the same code elsewhere. It is platform independent and can be used in any open source Java development environment.
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Supan, Peter, Ines Stuppacher, and Michael Haller. "Image Based Shadowing in Real-Time Augmented Reality." International Journal of Virtual Reality 5, no. 3 (January 1, 2006): 1–7. http://dx.doi.org/10.20870/ijvr.2006.5.3.2692.

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This work presents an approach to render appropriate shadows with Image Based Lighting in Augmented Reality applications. To approximate the result of environment lighting and shadowing, the system uses a dome of shadow casting light sources. The color of each shadow is determined by the area of the environment behind the casting light source. As a result it is possible that changes in the lighting conditions immidiately affect the shadow casting of virtual objects on real objects
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Winarja, Winarja, M. Suyanto, and Asro Nasiri. "Analisis Dan Optimasi Rendering Pada Autodesk Maya Dengan Menggunakan UE4." Creative Information Technology Journal 7, no. 2 (March 31, 2021): 142. http://dx.doi.org/10.24076/citec.2020v7i2.260.

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Proses rendering pada pembuatan film 3D animasi merupakan pekerjaan yang sangat memakan banyak waktu dikarenakan banyaknya frame yang diperlukan untuk membuat film 3D animasi. Pada proses rendering satu frame dalam film 3D animasi biasanya membutuhkan waktu hingga beberapa jam dikarenakan proses kalkulasi render yang terdiri dari data model, data shader, data texture, dan data lighting dalam sebuah shot pada adegan 3D animasi. Dengan menggunakan proses render secara frame per frame maka proses render akan memerlukan waktu yang lama sehingga penulis akan melakukan penelitian pada proses rendering dengan menggunakan software game engine pada Unreal Engine 4 sebagai kalkulasi render secara realtime. Dari data yang semula dilakukan proses render pada software maya dan selanjutnya akan dilakukan perubahan data dari file maya diubah menjadi FBX file sebagai data yang akan di proses pada software Unreal Engine 4 (UE4). Dengan penggunaan game engine sebagai hasil akhir dalam menampilkan hasil render secara realtime sangatlah membantu dalam mendapatkan kelancaran pada sebuah proses produksi pada film 3D animasi. Kata Kunci—animasi 3D, rendering, real time render, game engine.The rendering process in making animated 3D movies is a very time-consuming job due to the large number of frames needed to make animated 3D films. In the rendering process one frame in an animated 3D movie usually takes up to several hours because the rendering calculation process consists of model data, shader data, texture data, and lighting data in a shot on a 3D animated scene. By using the rendering process in a frame per frame, the rendering process will require a long time so the writer will conduct research on the rendering process by using the game engine software on Unreal Engine 4 as a realtime rendering calculation. From the data that was originally done in the virtual software rendering process and then the data will be changed from the virtual file to be converted into FBX file as data that will be processed in the Unreal Engine 4 software (UE4). Using the game engine as the final result in displaying rendering results in realtime is very helpful in getting fluency in a production process in 3D animated films.Keywords—3D animation, rendering, real time rendering, game engine.
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Carasek, Helena, Fernando Henrique Vaz, and Oswaldo Cascudo. "Statistical analysis of test methods to evaluate rendering surface properties." Ambiente Construído 18, no. 2 (April 2018): 87–105. http://dx.doi.org/10.1590/s1678-86212018000200244.

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Abstract The objective of this study is to discuss the results of two test methods used to evaluate rendering surface properties: the superficial tensile strength (STS) and the pendulum rebound hammer (which provides the rebound index - RI), besides evaluating, additionally, the tensile bond strength (BS). The studied variables were the type of mortar (job-site mortar and dry-mix mortar) and the render moisture at the time of testing (in four contents). For each test, a minimum of 45 determinations was planned per analyzed situation, totaling 1411 valid results, which allowed a consistent statistical analysis and an in-depth discussion of the methods. The STS and RI tests were sensitive at a 95% confidence level to differentiate mortars from different strengths and were therefore approved for this evaluation. The most significant effect in all statistical models tested was the type of mortar. The variable moisture condition of the render was significant only for the results of STS and BS. In such cases, tests performed with wet or saturated renders presented much lower strength results compared to those carried out with air- dried renders. It was possible to obtain a significant correlation between STS and BS, with a high coefficient of determination.
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Podee, Namo, Nelson Max, Kei Iwasaki, and Yoshinori Dobashi. "Temporal and spatial anti-aliasing for rendering reflections on water waves." Computational Visual Media 7, no. 2 (March 3, 2021): 201–15. http://dx.doi.org/10.1007/s41095-021-0204-1.

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AbstractThe reflection of a bright light source on a dynamic surface such as water with waves can be difficult to render well in real time due to reflection aliasing and flickering. In this paper, we propose a solution to this problem by approximating the reflection direction distribution for the water surface as an elliptical Gaussian distribution. Then we analytically integrate the reflection contribution throughout the rendering interval time. Our method can render in real time an animation of the time integrated reflection of a spherical light source on highly dynamic waves with reduced aliasing and flickering.
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Song, Zhibao, Junyong Zhai, and Zhengwei Zhu. "Global stabilization for switched stochastic nonlinear systems via unbounded time-varying scaling." Transactions of the Institute of Measurement and Control 40, no. 7 (May 3, 2017): 2270–77. http://dx.doi.org/10.1177/0142331217700240.

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This paper is concerned with the problem of global stabilization for switched stochastic nonlinear systems under arbitrary switchings. Based on the unbounded time-varying scaling of states, we design a state feedback controller to render the closed-loop switched system asymptotically stable in probability. Two examples are given to demonstrate the effectiveness of the proposed control scheme.
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He, Li Ping, Yu Fang, Shu Fan Chen, Xuan Luo, Zhi Jun Wei, Dong Xiao Liu, Lin Zhang, and Xin Li. "Measurement System of Decay Time for Liquid Scintillator." Applied Mechanics and Materials 513-517 (February 2014): 4285–86. http://dx.doi.org/10.4028/www.scientific.net/amm.513-517.4285.

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The fluorescence lifetime of the molecular excited states in the liquid scintillator determines the pulse shape of the events in a detector. The fluorescence decay times of the mixtures could be measured by UV light excitation, or via ionizing particles. Both of the setups are based on the time-correlated single photon technique. In this paper we described a setup in detail for testing the fluorescence lifetime under ionizing particle to render the relatively weak neutron or ion signals detectable. In addition, we presented the time resolution of system for the setup.
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Do, Vancuong, and Hongxiang Ren. "Using Poisson Disk Sampling to Render Oil Particles at Sea." Journal of Computing and Information Technology 27, no. 4 (June 30, 2020): 31–46. http://dx.doi.org/10.20532/cit.2019.1004878.

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Fluid simulation is one of the most complex tasks in three-dimensional simulation. Specifically, in the case of oil spills at sea, the oil film constantly interacts and is influenced by the environment, thus making its composition and properties change over time. In this paper, we tackle this problem by using both Lehr's spreading model and Hoult's drifting model to build the oil spill physical model. Unlike previous studies that only applied the Poisson disk algorithm to static and solid objects, we applied it in a three-dimensional space to divide the oil film into fluid particles. The track of oil particles under the influence of waves, wind, and currents is rendered by the Unity3D tool with C# programming language, which vividly and realistically simulates the collision of oil particles on the ocean scene with obstacles such as buoys and small islands. The result of this research can be used to predict oil spill direction, thus providing the solution to respond and minimize the damage caused by oil spills at sea. We also discuss some improvements to our model by using the Marching cube algorithm to render the Metaball model.
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Mulleners, WM, TE Whitmarsh, and TJ Steiner. "Noncompliance May Render Migraine Prophylaxis Useless, But Once-Daily Regimens Are Better." Cephalalgia 18, no. 1 (January 1998): 52–56. http://dx.doi.org/10.1046/j.1468-2982.1998.1801052.x.

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Medicines work better if taken, which must be true of migraine prophylaxis. There is evidence that compliance with regular medication can be badly deficient. To assess how serious the problem might be in routine migraine management, we undertook a covert observational 2-month survey in a specialist headache clinic using objective measures of compliance. Subjects were 38 patients needing prophylaxis with medication prescribed once (od), twice (bd), or three times daily (tds). Medication was dispensed, unknown to them, in Medication Event Monitoring Systems (MEMS) to record openings in real time. Number, timing, and pattern of actual openings were compared with what was expected. Compliance rates averaged 66%, although returned pill counts indicated 91%. A substantial and significant difference was shown between od and bd or tds regimens. Measures of dosing interval—used-on-schedule rate and therapeutic coverage—averaged between 44% and 71%. Once-daily treatment was associated with a used-on-schedule rate more than double those of multiple daily dosing, but still only 66%. We conclude that routine use of drug prophylaxis in migraine may be so seriously undermined by poor compliance that it has little chance of efficacy. Returned-pill counting is inadequate for compliance assessment.
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Fang, Yu, Bo Ai, Jing Fang, Wenpeng Xin, Xiangwei Zhao, and Guannan Lv. "Multi-Scale Flow Field Mapping Method Based on Real-Time Feature Streamlines." ISPRS International Journal of Geo-Information 8, no. 8 (July 30, 2019): 335. http://dx.doi.org/10.3390/ijgi8080335.

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Traditional static flow field visualization methods suffer from many problems, such as a lack of continuity expression in the vector field, uneven distribution of seed points, messy visualization, and time-consuming calculations. In response to these problems, this paper proposes a multi-scale mapping method based on real-time feature streamlines. The method uses feature streamlines to solve the problem of continuity expression in flow fields and introduces a streamline tracking algorithm which combines adaptive step length with velocity matching to render feature streamlines in a real-time and multi-scale way. In order to improve the stability and uniformity of the seed point layout, this method uses two different point placement methods which utilize a global regular grid distribution algorithm and feature area random distribution algorithm. In addition, this method uses a collision detection algorithm to detect and deal with the unreasonable covering between streamlines, which alleviates visual confusion in the resulting drawing. This method also uses HTML5 Canvas to render streamlines, which greatly improves the drawing speed. Therefore, use of this method can not only improve the uniformity of the seed point layout and the speed of drawing but also solve the problems of continuity expression in the vector field and messy visualization.
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Brown, Innes, and Ognjen Arandjelović. "Making Japenese Ukiyo-e Art 3D in Real-Time." Sci 2, no. 1 (February 28, 2020): 6. http://dx.doi.org/10.3390/sci2010006.

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Ukiyo-e is a traditional Japanese painting style most commonly printed using wood blocks. Ukiyo-e prints feature distinct line work, bright colours, and a non-perspective projection. Most previous research on ukiyo-e styled computer graphics has been focused on creation of 2D images. In this paper we propose a framework for rendering interactive 3D scenes with ukiyo-e style. The rendering techniques use standard 3D models as input and require minimal additional information to automatically render scenes in a ukiyo-e style. The described techniques are evaluated based on their ability to emulate ukiyo-e prints, performance, and temporal coherence.
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Brown, Innes, and Ognjen Arandjelović. "Making Japenese Ukiyo-e Art 3D in Real-Time." Sci 2, no. 2 (May 11, 2020): 32. http://dx.doi.org/10.3390/sci2020032.

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Ukiyo-e is a traditional Japanese painting style most commonly printed using wood blocks. Ukiyo-e prints feature distinct line work, bright colours, and a non-perspective projection. Most previous research on ukiyo-e styled computer graphics has been focused on creation of 2D images. In this paper we propose a framework for rendering interactive 3D scenes with ukiyo-e style. The rendering techniques use standard 3D models as input and require minimal additional information to automatically render scenes in a ukiyo-e style. The described techniques are evaluated based on their ability to emulate ukiyo-e prints, performance, and temporal coherence.
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Martyastiadi, Yusup S., Raissa Theodosia, and Sera Prestasi. "Low-Poly Modeling Tokoh Dan Environment Dalam Desain Game 3D." ULTIMART Jurnal Komunikasi Visual 8, no. 1 (November 12, 2016): 50–57. http://dx.doi.org/10.31937/ultimart.v8i1.459.

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Game 3D yang baik dan menarik mempunyai tingkat waktu render nyata (real-time rendering) yang tinggi. Di sisi lain, tampilan visual dengan resolusi tinggi akan menambah nilai immersion bagi pemain. Bagi pengembang game 3D, dua hal tersebut menjadi tantangan dalam mendesain game. Secara umum, aplikasi game engine membutuhkan aset game 3D dengan jumlah polygon yang rendah (low-poly) untuk mendukung kecepatan real-time rendering. Hal ini dilakukan untuk menghindari tampilan visual dan animasi yang terputus-putus di saat memainkan game 3D. Dalam makalah ini akan dipaparkan penerapan low-poly modeling yang didukung dengan metode normal map, projection map dan texturing agar tampilan realistiknya tetap tinggi. Keywords: desain game 3D, low-poly modeling, normal map, projection, realtime rendering
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Bent, Geoffrey. "Chronicles of the Time: Acting as Applied Criticism in Hamlet." Theatre Research International 16, no. 1 (1991): 17–29. http://dx.doi.org/10.1017/s0307883300009998.

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It is common to describe the end product of an actor's labour as ‘an interpretation’, but somehow the expression's serious, critical dimension is never fully intended. Only a scholar with his pipe and tweeds would seem to possess the appropriate gravity to render judicious overviews of this kind. When one wants to know what Hamlet is ‘about’, they naturally turn to heavily footnoted exegesis found in periodicals with circulations under a thousand. What could someone prancing before a number greater than this in a single evening, wearing grease paint and tights no less, possibly add to such an exalted investigation?
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Hassan, A. H., C. J. Fluke, and D. G. Barnes. "A Distributed GPU-Based Framework for Real-Time 3D Volume Rendering of Large Astronomical Data Cubes." Publications of the Astronomical Society of Australia 29, no. 3 (2012): 340–51. http://dx.doi.org/10.1071/as12025.

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AbstractWe present a framework to volume-render three-dimensional data cubes interactively using distributed ray-casting and volume-bricking over a cluster of workstations powered by one or more graphics processing units (GPUs) and a multi-core central processing unit (CPU). The main design target for this framework is to provide an in-core visualization solution able to provide three-dimensional interactive views of terabyte-sized data cubes. We tested the presented framework using a computing cluster comprising 64 nodes with a total of 128 GPUs. The framework proved to be scalable to render a 204 GB data cube with an average of 30 frames per second. Our performance analyses also compare the use of NVIDIA Tesla 1060 and 2050 GPU architectures and the effect of increasing the visualization output resolution on the rendering performance. Although our initial focus, as shown in the examples presented in this work, is volume rendering of spectral data cubes from radio astronomy, we contend that our approach has applicability to other disciplines where close to real-time volume rendering of terabyte-order three-dimensional data sets is a requirement.
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Nestorenko, Tetyana, Mangirdas Morkunas, Jana Peliova, Artiom Volkov, Tomas Balezentis, and Dalia Streimkiene. "A New Model for Determining the EOQ under Changing Price Parameters and Reordering Time." Symmetry 12, no. 9 (September 14, 2020): 1512. http://dx.doi.org/10.3390/sym12091512.

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The present study deals with the modification of Wilson’s formulation by taking into account changes in the supply chain represented by the parameters of the model, namely varying delivery costs and price of goods stored. The four different models are presented. The proposed models avoid the main drawbacks of Wilson’s formulation—the constant price and reordering time—and discuss the case where varying parameters are used alongside discounting. The proposed models render lower costs under particular settings.
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Li, Gui Fang, Yong Cheng Sun, and Sheng Guo Huang. "Robust Passivity Control for Uncertain Time-Delayed Systems." Applied Mechanics and Materials 29-32 (August 2010): 2025–30. http://dx.doi.org/10.4028/www.scientific.net/amm.29-32.2025.

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This paper focuses on the robust passivity synthesis problem for a class of linear time-delayed systems subject to parameter uncertainties. The time delay is assumed to be unknown, and the parameter uncertainties are allowed to appear in all matrices of the model. The aim lies in designing observer-based dynamic controller that render the closed-loop system be strongly robustly stable and strict passive for all admissible uncertainties, independently of time delay. Using a scaling parameterization approach, the problem being considered is transformed into a class of strongly stable and strictly passive control problem for a parameterized system without uncertainties. And then, the controller gain and the observer gain are obtained in terms of a linear matrix inequality. Finally, a numerical example is provided to demonstrate the validity of the proposed approach.
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Kim, Joohwan, Pyarelal Knowles, Josef Spjut, Ben Boudaoud, and Morgan Mcguire. "Post-Render Warp with Late Input Sampling Improves Aiming Under High Latency Conditions." Proceedings of the ACM on Computer Graphics and Interactive Techniques 3, no. 2 (August 26, 2020): 1–18. http://dx.doi.org/10.1145/3406187.

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End-to-end latency in remote-rendering systems can reduce user task performance. This notably includes aiming tasks on game streaming services, which are presently below the standards of competitive first-person desktop gaming. We evaluate the latency-induced penalty on task completion time in a controlled environment and show that it can be significantly mitigated by adopting and modifying image and simulation-warping techniques from virtual reality, eliminating up to 80% of the penalty from 80 ms of added latency. This has potential to enable remote rendering for esports and increase the effectiveness of remote-rendered content creation and robotic teleoperation. We provide full experimental methodology, analysis, implementation details, and source code.
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Zhu, Qixin, Hongli Liu, and Yonghong Zhu. "The Multi-step Transformation Control and Exponentially Stability for Linear Discrete-time Systems with Additional Control Delay." Recent Advances in Electrical & Electronic Engineering (Formerly Recent Patents on Electrical & Electronic Engineering) 13, no. 5 (September 22, 2020): 717–22. http://dx.doi.org/10.2174/2352096512666191004161705.

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Background: Few results about the controller of linear discrete-time system with control delay are reported. Methods: By means of the multi-step transformation with memory, the linear discrete-time systems with additional control delay can be transformed to the equivalent linear discrete-time systems without control delay, and the dimension of the transformed system is not increased. By designing the optimal controller of the finite horizon optimal controller of linear discrete time systems without time delay, the controller of linear discrete time systems with additional control delay can be obtained. At the same time, by designing the optimal controller of the infinite horizon optimal controller of linear discrete time systems without time delay, the controller of linear discrete time systems with additional control delay can be obtained as well. Results: The corresponding finite horizon optimal controller has proved to render the closed-loop system exponentially stable. And the corresponding infinite horizon optimal controller has proved to render the closed-loop system exponentially stable when the open-loop system is either controllable or stabilizable. Finally, two examples are used to verify the theoretical results of this paper. Conclusion: The controller design and the exponentially stability of discrete-time linear system with additional state delay will be investigated in the future.
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Osti, Francesco, Gian Maria Santi, and Gianni Caligiana. "Real Time Shadow Mapping for Augmented Reality Photorealistic Rendering." Applied Sciences 9, no. 11 (May 30, 2019): 2225. http://dx.doi.org/10.3390/app9112225.

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In this paper, we present a solution for the photorealistic ambient light render of holograms into dynamic real scenes, in augmented reality applications. Based on Microsoft HoloLens, we achieved this result with an Image Base Lighting (IBL) approach. The real-time image capturing that has been designed is able to automatically locate and position directional lights providing the right illumination to the holograms. We also implemented a negative “shadow drawing” shader that contributes to the final photorealistic and immersive effect of holograms in real life. The main focus of this research was to achieve a superior photorealism through the combination of real-time lights placement and negative “shadow drawing” shader. The solution was evaluated in various Augmented Reality case studies, from classical ones (using Vuforia Toolkit) to innovative applications (using HoloLens).
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GOTTLIEB, JOSEPH. "Space Colonization and Existential Risk." Journal of the American Philosophical Association 5, no. 3 (2019): 306–20. http://dx.doi.org/10.1017/apa.2019.12.

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AbstractIan Stoner has recently argued that we ought not to colonize Mars because (1) doing so would flout our pro tanto obligation not to violate the principle of scientific conservation, and (2) there is no countervailing considerations that render our violation of the principle permissible. While I remain agnostic on (1), my primary goal in this article is to challenge (2): there are countervailing considerations that render our violation of the principle permissible. As such, Stoner has failed to establish that we ought not to colonize Mars. I close with some thoughts on what it would take to show that we do have an obligation to colonize Mars and related issues concerning the relationship between the way we discount our preferences over time and projects with long time horizons, like space colonization.
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May, Jonathan. "For Such a Time as This: Conflict, Community and the Courts in the South African Church." Journal of Anglican Studies 14, no. 2 (March 2, 2016): 210–25. http://dx.doi.org/10.1017/s1740355315000236.

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AbstractThe recent, well-publicized, conflict in the Diocese of Pretoria raises questions about the Church as an institution within the new constitutional and democratic South Africa. The analysis of the conflict reveals that all parties exhibit institutional responses which, when considered with reference to Scripture and Tradition, render the organization, structure and authority of the Church anachronistic and, in their promotion of internal community strife, reveal the need for reform that reflects the gospel imperative to embrace incarnational relationships.
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Hua, Changchun, Xinping Guan, and Peng Shi. "Robust Decentralized Adaptive Control for Interconnected Systems With Time Delays." Journal of Dynamic Systems, Measurement, and Control 127, no. 4 (March 5, 2005): 656–62. http://dx.doi.org/10.1115/1.2101845.

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The problem of robust stabilization for a class of time-varying nonlinear large-scale systems subject to multiple time-varying delays in the interconnections is considered. The interconnections satisfy the match condition, and are bounded by nonlinear functions that may contain a high-order polynomial with a time delay. Without the knowledge of these bounds, we present adaptive state feedback controllers that are continuous and independent of time delays. Based on the Lyapunov stability theorem, we prove that the controllers can render the closed loop systems uniformly ultimately bounded stable. We also apply the result to constructing adaptive feedback controllers to stabilize a class of interconnected systems whose nominal systems are linear. Finally, several examples are given to show the potential of the proposed techniques.
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Cong, S., and Z. B. Sheng. "On Exponential Stability Conditions of Descriptor Systems with Time-Varying Delay." Journal of Applied Mathematics 2012 (2012): 1–12. http://dx.doi.org/10.1155/2012/532912.

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We are interested in the exponential stability of the descriptor system, which is composed of the slow and fast subsystems with time-varying delay. In computing a kind of Lyapunov functional, we employ a necessary number of slack matrices to render the balance and to yield the convexity condition for reducing the conservatism and dealing with the case of time-varying delay. Therefore, we can get the decay rate of the slow variables. Moreover, we characterize the effect of the fast subsystem on the derived decay rate and then prove the fast variables to decay exponentially through a perturbation approach. Finally, we provide an example to demonstrate the effectiveness of the method.
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Kallivokas, L. F., and J. Bielak. "A Time-Domain Impedance Element for FEA of Axisymmetric Exterior Structural Acoustics." Journal of Vibration and Acoustics 117, no. 1 (January 1, 1995): 145–51. http://dx.doi.org/10.1115/1.2873858.

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A finite element (FE)-based procedure is presented for the solution directly in the time-domain of transient problems involving axisymmetric three-dimensional structures submerged in an infinite acoustic fluid. The central component of the procedure is a novel impedance element that is used to render the computational domain finite. The element is local in both time and space, and is completely defined by a pair of stiffness and damping matrices. It is shown that the exterior structural acoustics problem can be solved accurately and efficiently by using the same tools as those used for interior problems. The method is illustrated with numerical results for a submerged shell.
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Mohammed, Sideeq. "Unthinking images of time in organizations: ‘The shopping centre keeps time with a rubato waltz’." Organization 26, no. 2 (November 3, 2018): 199–216. http://dx.doi.org/10.1177/1350508418808241.

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Drawing on a recent ethnographic enquiry, this article reports on a series of encounters with organization at a British shopping centre that can shed light on the ways in which time is understood by organizational scholars. This article argues that research on time has a tendency to reproduce certain images and metaphors which indicate an unquestioned set of metaphysical assumptions about the nature of time that dictate how it can be understood. These habits of thinking time render organization studies unable to conceptualize or adequately describe the encounters that characterize ethnography as a mode of research inquiry. As such, following in the tradition of Gilles Deleuze, this article advances the idea of a ‘conceptual entanglement’ and suggests thereby that the problem of time is an aesthetic one which is part of a complex and almost ineffable series of sensoria and connections; describable only by saying that the shopping centre keeps time with a rubato waltz. This work of unthinking time will be presented as a part of an account of ethnography as the tracing and parsing of the entanglements of many different concepts and field encounters.
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KONNO, Arata, Yasunobu MAEDA, Toshio TERAGUCHI, Hirotaka SEKIYA, and Wataru KOBAYASHI. "VALIDATION OF THE OPTIMAL PAN TIME TO RENDER PANORAMIC IMAGES USING THE FUNCTION OF DEVICES EQUIPPED WITH CCTV CAMERA." Journal of Japan Society of Civil Engineers, Ser. F3 (Civil Engineering Informatics) 73, no. 2 (2017): I_279—I_288. http://dx.doi.org/10.2208/jscejcei.73.i_279.

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40

Tarnow, N., and J. C. Simo. "How to render second order accurate time-stepping algorithms fourth order accurate while retaining the stability and conservation properties." Computer Methods in Applied Mechanics and Engineering 115, no. 3-4 (May 1994): 233–52. http://dx.doi.org/10.1016/0045-7825(94)90061-2.

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41

Alimhan, Keylan, Naohisa Otsuka, M. N. Kalimoldayev, and N. Tasbolat. "Practical output tracking for a class of uncertain nonlinear time-delay systems via state feedback." MATEC Web of Conferences 189 (2018): 10027. http://dx.doi.org/10.1051/matecconf/201818910027.

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In this paper, the problem of global practical output tracking is investigated by state feedback for a class of uncertain nonlinear time-delay systems. Under mild conditions on the system nonlinearities involving time delay, we construct a homogeneous state feedback controller with an adjustable scaling gain. By a homogeneous Lyapunov-Krasovskii functional, the scaling gain is adjusted to dominate the time-delay nonlinearities bounded by homogeneous growth conditions and render the tracking error can be made arbitrarily small while all the states of the closed-loop system remain to be bounded.
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Liu, Liang, and Yifan Zhang. "Asymptotic stabilization of stochastic high-order upper-triangular nonlinear systems with input time-varying delay." Transactions of the Institute of Measurement and Control 39, no. 12 (June 20, 2016): 1898–905. http://dx.doi.org/10.1177/0142331216650934.

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Based on the homogeneous domination approach and stochastic nonlinear time-delay system stability criterion, this paper investigates the global state-feedback stabilization problem for a class of stochastic high-order upper-triangular nonlinear systems with input time-varying delay. By skilfully choosing an appropriate Lyapunov–Krasoviskii functional and successfully solving several troublesome obstacles in the design and analysis procedure, a delay-independent state-feedback controller is designed to render the closed-loop system globally asymptotically stable in probability. The simulation example is given to verify the effectiveness of the proposed design scheme.
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43

OSTERHAGE, HANNES, and KLAUS LEHNERTZ. "NONLINEAR TIME SERIES ANALYSIS IN EPILEPSY." International Journal of Bifurcation and Chaos 17, no. 10 (October 2007): 3305–23. http://dx.doi.org/10.1142/s0218127407019081.

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The framework of the theory of nonlinear dynamics provides powerful concepts and algorithms to study complicated dynamics such as brain electrical activity (electroencephalogram, EEG). Although different influencing factors render the use of nonlinear measures in a strict sense problematic, converging evidence from various investigations now indicates that nonlinear EEG analysis provides a means to reliably characterize different states of physiological and pathophysiological brain function. We here focus on applications of nonlinear EEG analysis in epileptology. Epilepsy affects more than 50 million individuals worldwide – approximately 1% of the world's population. The disease is characterized by a recurrent and sudden malfunction of the brain that is termed seizure. Nonlinear EEG analysis techniques allow to reliably identify the seizure generating structure (epileptic focus) in different areas of the brain even during seizure-free intervals, to disentangle complex spatio-temporal interactions between the epileptic focus and other areas of the brain, and to define a specific state predictive of an impending seizure. Nonlinear EEG analysis provides supplementary information about the epileptogenic process in humans, contributes to an improvement of the presurgical evaluation of epilepsy patients, and offers a basis for the development of new therapy concepts for seizure prevention.
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44

Igwe, Onyeka, and JD Stokely. "Hiraeth, or queering time in archives otherwise." Alphaville: Journal of Film and Screen Media, no. 16 (January 30, 2019): 9–23. http://dx.doi.org/10.33178/alpha.16.01.

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Archives are the physical manifestations of our collective understanding of history, a way of proving and so legitimising the existence of cultures, practices, and peoples. However, for queer and trans people of colour (QTPOC), entrance into the archive is not easily permitted; the truths of their lives have been, and are presently, excluded, claimed as contingent and/or rendered “folk”—lesser forms of knowledge. “Hiraeth” is a Welsh word that is difficult to translate into English. It speaks of a longing or homesickness for a place that is no longer, or never was. For QTPOC, the archive is this, a hiraeth space. We use “hiraeth” to describe the liminal space in which experiences of home, media practices, and a relationship to the archive can exist. As two Black queer artists who in their work have been exploring ways to implode the archive, in this article we look at how our practices can expand what the archive holds and further provide a space to render the untranslatable, the im/possible, as archive material. It is a strategy of both redefinition and defiance.
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Wang, Da, and Cheng Wang. "Real-Time GPU-Based Visualization of Dynamic Terrain in Excavator Simulator." Advanced Materials Research 382 (November 2011): 16–21. http://dx.doi.org/10.4028/www.scientific.net/amr.382.16.

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This paper presents a real-time GPU-based visualization of dynamic terrain in excavator simulator, which is an interactive system for the purpose of training human operators and corresponding researches. Firstly, we establish the kinematic model of excavator, so as to trans-fer the bucket tip's reference trajectories to corresponding, required reference angle sequence for each joint and to control motion sequences of articulated hierarchies. Then, our method use GPU to create the DDHM and digging offset map, with which we can perform the terrain de-formation entirely in the GPU. In order to improve the visual quality, we also present a method of procedural texture for deformation terrain. Finally, the Real-Time Optimally Adapting Meshes (ROAM) algorithm is used to render the dynamic terrain effectively.
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Alimhan, Keylan, Orken J. Mamyrbayev, Gaukhar A. Abdenova, and Almira Akmetkalyeva. "Output Tracking Control for High-Order Nonlinear Systems with Time Delay via Output Feedback Design." Symmetry 13, no. 4 (April 13, 2021): 675. http://dx.doi.org/10.3390/sym13040675.

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Design approach of an output feedback tracking controller is proposed for a class of high-order nonlinear systems with time delay. To deal with the time delays, an appropriate Lyapunov–Krasovskii the tracking analysis is ingeniously constructed, and an output feedback tracking controller is designed by using a homogeneous domination method. It is shown that the proposed output controller independent of time delay can make the tracking error be adjusted to be sufficiently small and render all the trajectory of the closed-loop system as bounded. An example is given to illustrate the effectiveness of the proposed method.
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47

Casini, Silvia. "Phantasmata of Dance: Time and Memory within Choreographic Constraints." Forum for Modern Language Studies 55, no. 3 (July 1, 2019): 325–38. http://dx.doi.org/10.1093/fmls/cqz028.

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Abstract This article contributes to the scholarly discussion of the relationship between cinema and dance using Giorgio Agamben’s understanding of dance as gesture. To render Agamben’s critical framework operative, however, one needs to consider his reference to the concept of phantasmata (images) taken from Domenico da Piacenza’s Renaissance treatise on choreography. Agamben returns to this treatise to support his argument that dance is concerned first and foremost with time and memory rather than space and the present. To notate dance as a sequence of moving images is not simply to make visible on screen a series of bodily movements in space. Rather, it means acknowledging that dancing is primarily a mental activity. Taking Agamben’s reflections on dance and using Maya Deren’s work on screen dance as a case-study, this article discusses how cinema and dance together prompt us to undo the economy of bodily movements, restoring the body to us transfigured.
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Segura-Garcia, Jaume, Mario Montagud-Climent, Sebastià Mirasol-Menacho, and Joan Oleza-Simó. "Theatrical virtual acoustic rendering with head movement interaction." Artificial Intelligence for Engineering Design, Analysis and Manufacturing 33, no. 03 (May 3, 2019): 359–68. http://dx.doi.org/10.1017/s0890060419000192.

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AbstractNowadays, the use of virtual reality/virtual acoustics (VR/VA) in archaeology for rendering lost buildings is an important topic in the cultural heritage field. Moreover, the addition of additional senses apart from the sight increases the feeling of immersion in virtual environments. The aim of this paper is to show the interaction work developed in a VA system, based on Unity and FMOD, the graphical and acoustical reconstruction of an ancient building and the development of a VR goggles with headphones to render 3D audio and video interactively. This system has been implemented to render auralizations in a binaural system and has been applied to the renderization of an old and lost theatre in València (Spain). The first building of theatre was built in the 16th century, and was rebuilt several times until the 18th century. The auralization of several theatrical excerpts of different Spanish authors of that time is also presented. The integrated system has been subjectively evaluated, obtaining very satisfactory results.
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Amit, Sajit, Sadiat Mannan, and Aynul Islam. "BANGLADESH: TIME SPENT ONLINE, CONFLICT AND RADICALIZATION." Conflict Studies Quarterly, no. 31 (April 5, 2020): 3–21. http://dx.doi.org/10.24193/csq.31.1.

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The aim of this research is to investigate the risk of online radicalization, and invariably conflict, among young adults, particularly university-attending students, by relating their vulnerability to online radicalization with the amount of time they spend online. This research develops an original conceptual framework that maps out social influence, attributes of resilience and online safety vis-à-vis radicalization to assess and identify the said relationship. The study predominantly adopts a quantitative research approach using a sample of 600 University of Liberal Arts Bangladesh (ULAB) undergraduates. Analysis of data collected from students shows that the high-internet-user group, i.e. those who use the internet for seven hours or more a day, are more likely to find radical and religiously offensive material online; less likely to be influenced by family, faculty and community members; and have lower access to learning and knowledge resources that can render them resilient to radicalization and conflict. The results fare better for females than males, belonging to the high-internet-user categories, but female students are expected to be susceptible due to gender norms. In conclusion, it is posited that high-internet-user students are more vulnerable to online radicalization than others.
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Fainstein, Nina, Mikhal E. Cohen, and Tamir Ben-Hur. "Time associated decline in neurotrophic properties of neural stem cell grafts render them dependent on brain region-specific environmental support." Neurobiology of Disease 49 (January 2013): 41–48. http://dx.doi.org/10.1016/j.nbd.2012.08.004.

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